The Restoration Game | ||||||||||||||
Ken MacLeod | ||||||||||||||
Pyr, 259 pages | ||||||||||||||
|
A review by David Soyka
Fortuitously, Lucy overhears this conversation and points out a flaw in logic that would prevent the premise
from turning into a marketable game. In one of numerous strings of coincidences and seemingly happenstance
encounters, this leads to her employment at the start-up gaming company, which in turn leads to her adapting
a game model to the legends of the Krassniad (yet another one of those jokes), a collection of
folk tales that originated in an obscure region in the former Soviet Union called, you guessed it, Krassnia.
You needn't Google "Krassnia" in the oft chance MacLeod might not be offering up a humorous signifier of
the legion of thrillers that take place in some made up province that sounds like it would belong somewhere
in Eastern Europe, because he tells you right up front it isn't a real place. Or rather, Lucy does.
Lucy is eminently qualified to write an obscure game based on the equally obscure country and its mythology
(that may or may not exist) not only because she was born there and has some proficiency in the language, but
because her mother asks her to. Why would her mother do this? Because Lucy's mother is an anthropologist whose
own mother had something to do with the man who originally collected the Krassniad. A victim of
Stalin's Terror, the large scale persecution and purge of the disloyal to the Communist dictator, this man's
execution may have less to do with disloyalty to the Fatherland than a secret uncovered by the
Krassniad that can't be allowed to get out. And because Lucy's mother is also a CIA operative whose
underground Krassnian connections hope to use the game as a surreptitious virtual meeting place for dissident plotting.
Lucy must entangle these connections not only to figure out her place in all this family history, which
includes determining who among a number of possible candidates on both sides of the Cold War is her father,
but also what potentially world-changing secrets the Krassniad may be hiding.
Although MacLeod tips his hand as to what this is ultimately all about in the prologue (probably intentionally
as the premise is hardly ground breaking; in fact, it is a cliché at the level of stranded astronauts turn out
to be Adam and Eve), the fun here is the unfolding of the jigsaw puzzle that comprises Lucy's parentage, her
love life, and her reality which ultimately serves up the classic espionage and Dickian parable of who are
the real good guys, if there are any, and who is manipulating whom and to what real purpose. All the while
taking pot shots at the conventions of the spy and science fiction genres, as well as Lovecraftian
horror, Tolkien-inspired role playing, leftist politics and damsels resolving distress.
Those who read SF novels solely for ideas might be disappointed here as the ideas are hardly original. However,
that isn't the intent. Anyone interested in a mash up a bunch of well-trod ideas that winds up being pretty
entertaining should find this a game worth playing.
David Soyka is a former journalist and college teacher who writes the occasional short story and freelance article. He makes a living writing corporate marketing communications, which is a kind of fiction without the art. |
If you find any errors, typos or anything else worth mentioning,
please send it to editor@sfsite.com.
Copyright © 1996-2014 SF Site All Rights Reserved Worldwide